| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176 |
- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="UDPServer" inherits="RefCounted" version="4.0">
- <brief_description>
- Helper class to implement a UDP server.
- </brief_description>
- <description>
- A simple server that opens a UDP socket and returns connected [PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP.connect_to_host].
- After starting the server ([method listen]), you will need to [method poll] it at regular intervals (e.g. inside [method Node._process]) for it to process new packets, delivering them to the appropriate [PacketPeerUDP], and taking new connections.
- Below a small example of how it can be used:
- [codeblocks]
- [gdscript]
- class_name Server
- extends Node
- var server := UDPServer.new()
- var peers = []
- func _ready():
- server.listen(4242)
- func _process(delta):
- server.poll() # Important!
- if server.is_connection_available():
- var peer : PacketPeerUDP = server.take_connection()
- var packet = peer.get_packet()
- print("Accepted peer: %s:%s" % [peer.get_packet_ip(), peer.get_packet_port()])
- print("Received data: %s" % [packet.get_string_from_utf8()])
- # Reply so it knows we received the message.
- peer.put_packet(packet)
- # Keep a reference so we can keep contacting the remote peer.
- peers.append(peer)
- for i in range(0, peers.size()):
- pass # Do something with the connected peers.
- [/gdscript]
- [csharp]
- using Godot;
- using System;
- using System.Collections.Generic;
- public class Server : Node
- {
- public UDPServer Server = new UDPServer();
- public List<PacketPeerUDP> Peers = new List<PacketPeerUDP>();
- public override void _Ready()
- {
- Server.Listen(4242);
- }
- public override void _Process(float delta)
- {
- Server.Poll(); // Important!
- if (Server.IsConnectionAvailable())
- {
- PacketPeerUDP peer = Server.TakeConnection();
- byte[] packet = peer.GetPacket();
- GD.Print($"Accepted Peer: {peer.GetPacketIp()}:{peer.GetPacketPort()}");
- GD.Print($"Received Data: {packet.GetStringFromUTF8()}");
- // Reply so it knows we received the message.
- peer.PutPacket(packet);
- // Keep a reference so we can keep contacting the remote peer.
- Peers.Add(peer);
- }
- foreach (var peer in Peers)
- {
- // Do something with the peers.
- }
- }
- }
- [/csharp]
- [/codeblocks]
- [codeblocks]
- [gdscript]
- class_name Client
- extends Node
- var udp := PacketPeerUDP.new()
- var connected = false
- func _ready():
- udp.connect_to_host("127.0.0.1", 4242)
- func _process(delta):
- if !connected:
- # Try to contact server
- udp.put_packet("The answer is... 42!".to_utf8())
- if udp.get_available_packet_count() > 0:
- print("Connected: %s" % udp.get_packet().get_string_from_utf8())
- connected = true
- [/gdscript]
- [csharp]
- using Godot;
- using System;
- public class Client : Node
- {
- public PacketPeerUDP Udp = new PacketPeerUDP();
- public bool Connected = false;
- public override void _Ready()
- {
- Udp.ConnectToHost("127.0.0.1", 4242);
- }
- public override void _Process(float delta)
- {
- if (!Connected)
- {
- // Try to contact server
- Udp.PutPacket("The Answer Is..42!".ToUTF8());
- }
- if (Udp.GetAvailablePacketCount() > 0)
- {
- GD.Print($"Connected: {Udp.GetPacket().GetStringFromUTF8()}");
- Connected = true;
- }
- }
- }
- [/csharp]
- [/codeblocks]
- </description>
- <tutorials>
- </tutorials>
- <methods>
- <method name="get_local_port" qualifiers="const">
- <return type="int" />
- <description>
- Returns the local port this server is listening to.
- </description>
- </method>
- <method name="is_connection_available" qualifiers="const">
- <return type="bool" />
- <description>
- Returns [code]true[/code] if a packet with a new address/port combination was received on the socket.
- </description>
- </method>
- <method name="is_listening" qualifiers="const">
- <return type="bool" />
- <description>
- Returns [code]true[/code] if the socket is open and listening on a port.
- </description>
- </method>
- <method name="listen">
- <return type="int" enum="Error" />
- <argument index="0" name="port" type="int" />
- <argument index="1" name="bind_address" type="String" default=""*"" />
- <description>
- Starts the server by opening a UDP socket listening on the given port. You can optionally specify a [code]bind_address[/code] to only listen for packets sent to that address. See also [method PacketPeerUDP.bind].
- </description>
- </method>
- <method name="poll">
- <return type="int" enum="Error" />
- <description>
- Call this method at regular intervals (e.g. inside [method Node._process]) to process new packets. And packet from known address/port pair will be delivered to the appropriate [PacketPeerUDP], any packet received from an unknown address/port pair will be added as a pending connection (see [method is_connection_available], [method take_connection]). The maximum number of pending connection is defined via [member max_pending_connections].
- </description>
- </method>
- <method name="stop">
- <return type="void" />
- <description>
- Stops the server, closing the UDP socket if open. Will close all connected [PacketPeerUDP] accepted via [method take_connection] (remote peers will not be notified).
- </description>
- </method>
- <method name="take_connection">
- <return type="PacketPeerUDP" />
- <description>
- Returns the first pending connection (connected to the appropriate address/port). Will return [code]null[/code] if no new connection is available. See also [method is_connection_available], [method PacketPeerUDP.connect_to_host].
- </description>
- </method>
- </methods>
- <members>
- <member name="max_pending_connections" type="int" setter="set_max_pending_connections" getter="get_max_pending_connections" default="16">
- Define the maximum number of pending connections, during [method poll], any new pending connection exceeding that value will be automatically dropped. Setting this value to [code]0[/code] effectively prevents any new pending connection to be accepted (e.g. when all your players have connected).
- </member>
- </members>
- </class>
|